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Oct 27

Agent S2: A Compositional Generalist-Specialist Framework for Computer Use Agents

Computer use agents automate digital tasks by directly interacting with graphical user interfaces (GUIs) on computers and mobile devices, offering significant potential to enhance human productivity by completing an open-ended space of user queries. However, current agents face significant challenges: imprecise grounding of GUI elements, difficulties with long-horizon task planning, and performance bottlenecks from relying on single generalist models for diverse cognitive tasks. To this end, we introduce Agent S2, a novel compositional framework that delegates cognitive responsibilities across various generalist and specialist models. We propose a novel Mixture-of-Grounding technique to achieve precise GUI localization and introduce Proactive Hierarchical Planning, dynamically refining action plans at multiple temporal scales in response to evolving observations. Evaluations demonstrate that Agent S2 establishes new state-of-the-art (SOTA) performance on three prominent computer use benchmarks. Specifically, Agent S2 achieves 18.9% and 32.7% relative improvements over leading baseline agents such as Claude Computer Use and UI-TARS on the OSWorld 15-step and 50-step evaluation. Moreover, Agent S2 generalizes effectively to other operating systems and applications, surpassing previous best methods by 52.8% on WindowsAgentArena and by 16.52% on AndroidWorld relatively. Code available at https://github.com/simular-ai/Agent-S.

simular-ai Simular
·
Apr 1, 2025 2

PolicyTrim: Boosting Intrinsic Policy Efficiency of Vision-Language-Action Models

Vision-Language-Action (VLA) models provide a unified paradigm for robotic manipulation, yet their real-world deployment is often bottlenecked by execution efficiency. While existing efforts predominantly focus on compute-centric efficiency to reduce per-step inference latency, the intrinsic policy efficiency of these models remains largely unexplored. Policy efficiency is fundamentally affected by two factors, namely the effective executable length of predicted action chunks and the total physical steps required to complete a task. These two factors jointly determine the total number of forward inference calls during execution. We observe that current VLA policies struggle with planning unreliability and action redundancy, suffering from severe prediction degradation at the tail of action chunks and tending to generate unnecessarily redundant physical steps. To address this, we propose PolicyTrim, a reinforcement learning-based post-training framework that extends the reliable action chunk length and reduces redundant physical steps. For reliable chunk extension, we employ a dynamic exploration strategy that explicitly rewards the successful completion of longer executable lengths, progressively pushing the trustworthy prediction horizon to its empirical limit. For step efficiency, we design a redundancy-aware reward that directly favors successful task completions with fewer steps while penalizing unreproducible shortcuts, effectively eliminating redundant physical actions. Extensive experiments across three benchmarks and three VLA models demonstrate that PolicyTrim improves action chunk utilization by 3times and reduces physical execution steps by 51.4\%. Ultimately, our framework delivers up to a 5.83times end-to-end deployment speedup without compromising task success rates.

MOPD-Router: Rethinking Teacher Routing in Multi-Teacher On-Policy Distillation

Multi-teacher on-policy distillation (MOPD) integrates specialized capabilities into a single student, but existing practice typically hard-routes each prompt to a domain-matched teacher for the entire rollout. This dependence on prompt-level domain labels restricts using unlabeled training mixtures and leaves complementary signals from other teachers unused. We introduce MOPD-Router, a framework that routes supervision over the full teacher pool at each token, without domain labels or training a separate routing model. Its plug-in interface supports different metrics for selecting and weighting teacher-specific OPD signals. Within this interface, we propose ExpertAlign, which scores each teacher by whether its correction to the student at the current token expresses the specialization that teacher acquired during post-training, and compare it against two reference metrics built on teacher confidence (Entropy) and teacher-student discrepancy (Novelty). Experiments on unlabeled and domain-labeled training mixtures under strong-to-weak and same-size distillation scenarios show that ExpertAlign achieves the strongest overall performance in all four settings. On unlabeled data, it improves the overall score by 5.88 (+12.3%) points over Mean aggregation; on domain-labeled data, it outperforms standard MOPD by 3.95 (+7.8%) points without using available domain labels. These results demonstrate token-level routing can exploit cross-domain complementary supervision, and reduce exclusive reliance on prompt-level domain assignment. Code is available at: https://github.com/TURLEing/MOPD-Router.

GAIR SII - GAIR
·
Sep 24 1

Routing Should Pay for Itself: Sparse Supervision for Economical LLM Routing

Large language model (LLM) routing reduces serving cost by assigning each query to an appropriate model while preserving response quality. Learning such a router, however, often requires executing multiple candidate models on historical queries to collect query--model quality feedback, creating a nontrivial supervision cost before deployment. Existing work largely focuses on serving-time efficiency, overlooking whether the resulting savings are sufficient to recover this upfront expenditure. We further observe that routing quality often saturates well before all query--model feedback is collected, suggesting that dense supervision can be economically over-provisioned. We propose SaveRouter, a sparse-supervision routing framework that selectively acquires informative model feedback and shares capability information across related queries, while retaining query-level refinement for fine-grained routing. We evaluate routing by jointly accounting for supervision expenditure and subsequent serving-time savings. Across four routing benchmarks, the main setting uses only about 33--41% of available training feedback while maintaining competitive or better routing quality, and reduces the break-even deployment volume by approximately 1.9--9.5 times compared with the fastest conventional router. Further analysis shows that acquiring more supervision is not always economically preferable: the supervision level that minimizes serving cost can differ from the one that achieves the earliest payback. Our code is publicly available at https://github.com/LAMDA-Model-Reuse/SaveRouter.

SinapisAI SinapisAI
·
Sep 28 1

SWE-Duel: Towards a Self-Scaling Arena for Coding Agents

Static coding benchmarks are fixed at release. Over time their tasks leak into training data, and stronger agents eventually saturate them. We argue that a benchmark should instead aim to be self-scaling: its tasks and oracles are created at evaluation time, so no content exists in advance to leak, and its difficulty is set by the participating agents rather than fixed at release. We introduce SWE-Duel, an arena in which two coding agents evaluate each other over mirrored Red-Blue turns. In each turn, the Red agent works on a real repository across three context-isolated sessions. It proposes and implements a new feature with feature tests, then embeds a subtle bug in that feature along with sealed bug-triggering tests. The resulting pull request is admitted only if (1) it passes the feature tests and the repository's existing tests while failing exactly the bug tests, and (2) a fresh session of the same agent can repair the bug blind, which rules out unsolvable tasks. The Blue agent then reviews the pull request without being told a bug exists. It wins only if its revision passes all three test suites, and then the two agents swap roles. We run a tournament among 11 model-harness participants on 15 repositories in five languages for 1,500 turns. The leaders win in different ways. GPT-5.5 with Codex CLI ranks first as the strongest solver, repairing 98.3% of the defects it reviews. Claude Opus 4.8 with mini-swe-agent ranks second as the strongest task author, with a 27.3% Red win rate. Finally, within one model family, tasks written by the newest version defeat a fixed-reference solver far more often than those of older versions (42.9% vs. 4.0%), giving preliminary evidence that task difficulty scales with task authoring capability.

Agent Sociodrama: Social-Dynamics-Guided Persona Recasting for LLM Agent Teams

Large language model (LLM) agents are increasingly deployed as teams, yet they fail in characteristically social ways: information holders stay silent, dominant speakers anchor groups on wrong answers, and norm violations go unsanctioned. We present Agent Sociodrama, a framework for modeling and validating evolving social dynamics in LLM agent teams. Under fixed personas, agents' emotional states and directed, asymmetric relationships are updated every round by a unified external LLM judge and shape their subsequent interactions. Across six LLM backbones and five social scenarios, we assess social fidelity through classical social-theory patterns and agreement with human judgments. The resulting trajectories exhibit structured social patterns and model-specific differences. We then introduce Trajectory-Guided Persona Recasting (TPR), which diagnoses group-dynamic failures from interaction transcripts and social trajectories and recasts agent personas before rerunning the task. Across four collaborative benchmarks, TPR improves performance from both heterogeneous and randomly initialized agent persona compositions, yielding up to 83.3%p of accuracy improvement over the initial casting. On representative distributed-information cooperation and mixed-motive bargaining tasks, we outperform SOTOPIA and AgentVerse in three of four comparisons, by up to 37.5%p in Pareto rate. These results show that validated social trajectories provide actionable signals for repairing LLM agent teams.

EntroPE: Entropy-Guided Dynamic Patch Encoder for Time Series Forecasting

Transformer-based models have significantly advanced time series forecasting, with patch-based input strategies offering efficiency and improved long-horizon modeling. Yet, existing approaches rely on temporally-agnostic patch construction, where arbitrary starting positions and fixed lengths fracture temporal coherence by splitting natural transitions across boundaries. This naive segmentation often disrupts short-term dependencies and weakens representation learning. In response, we propose EntroPE (Entropy-Guided Dynamic Patch Encoder), a novel, temporally informed framework that dynamically detects transition points via conditional entropy and dynamically places patch boundaries. This preserves temporal structure while retaining the computational benefits of patching. EntroPE consists of two key modules, namely an Entropy-based Dynamic Patcher (EDP) that applies information-theoretic criteria to locate natural temporal shifts and determine patch boundaries, and an Adaptive Patch Encoder (APE) that employs pooling and cross-attention to capture intra-patch dependencies and produce fixed-size latent representations. These embeddings are then processed by a global transformer to model inter-patch dynamics. Experiments across long-term forecasting benchmarks demonstrate that EntroPE improves both accuracy and efficiency, establishing entropy-guided dynamic patching as a promising new paradigm for time series modeling. Code is available at: https://github.com/Sachithx/EntroPE.

dParallel: Learnable Parallel Decoding for dLLMs

Diffusion large language models (dLLMs) have recently drawn considerable attention within the research community as a promising alternative to autoregressive generation, offering parallel token prediction and lower inference latency. Yet, their parallel decoding potential remains largely underexplored, as existing open-source models still require nearly token-length decoding steps to ensure performance. To address this, we introduce dParallel, a simple and effective method that unlocks the inherent parallelism of dLLMs for fast sampling. We identify that the key bottleneck to parallel decoding arises from the sequential certainty convergence for masked tokens. Building on this insight, we introduce the core of our approach: certainty-forcing distillation, a novel training strategy that distills the model to follow its original sampling trajectories while enforcing it to achieve high certainty on masked tokens more rapidly and in parallel. Extensive experiments across various benchmarks demonstrate that our method can dramatically reduce the number of decoding steps while maintaining performance. When applied to the LLaDA-8B-Instruct model, dParallel reduces decoding steps from 256 to 30 on GSM8K, achieving an 8.5x speedup without performance degradation. On the MBPP benchmark, it cuts decoding steps from 256 to 24, resulting in a 10.5x speedup while maintaining accuracy. Our code is available at https://github.com/czg1225/dParallel

Make Geometry Matter for Spatial Reasoning

Empowered by large-scale training, vision-language models (VLMs) achieve strong image and video understanding, yet their ability to perform spatial reasoning in both static scenes and dynamic videos remains limited. Recent advances try to handle this limitation by injecting geometry tokens from pretrained 3D foundation models into VLMs. Nevertheless, we observe that naive token fusion followed by standard fine-tuning in this line of work often leaves such geometric cues underutilized for spatial reasoning, as VLMs tend to rely heavily on 2D visual cues. In this paper, we propose GeoSR, a framework designed to make geometry matter by encouraging VLMs to actively reason with geometry tokens. GeoSR introduces two key components: (1) Geometry-Unleashing Masking, which strategically masks portions of 2D vision tokens during training to weaken non-geometric shortcuts and force the model to consult geometry tokens for spatial reasoning; and (2) Geometry-Guided Fusion, a gated routing mechanism that adaptively amplifies geometry token contributions in regions where geometric evidence is critical. Together, these designs unleash the potential of geometry tokens for spatial reasoning tasks. Extensive experiments on both static and dynamic spatial reasoning benchmarks demonstrate that GeoSR consistently outperforms prior methods and establishes new state-of-the-art performance by effectively leveraging geometric information. The project page is available at https://suhzhang.github.io/GeoSR/.

Agentic ESOpt: Fine-Tuning Long-Horizon LLM Agents with Minimal GPU Requirements

Reinforcement Learning (RL) has been promising in single-turn LLM fine-tuning. However, long-horizon agentic reasoning introduces increasingly branching interactions and sparse rewards, exposing several limitations of RL: its heavyweight backpropagation-based training stack makes it impractical to fine-tune larger LLMs, and longer-horizon trajectories make credit assignment in RL substantially harder. This paper argues that evolution strategies (ES) can be a better choice for fine-tuning long-horizon LLM agents. Compared with agentic RL, ES offers three key advantages: 1) Model Scalability: ES enables full-parameter optimization with only minimal, inference-level GPU memory, making it possible to fine-tune large LLMs. 2) Flexibility: its lightweight, black-box feedback interface makes ES fine-tuning easy to compose with prompt-space evolution (e.g., skill optimization & test-time compute); and 3) Long-Horizon Scalability: ES performs trajectory-level parameter attribution without decomposing rewards across horizons, yielding better scalability than Agentic RL as the horizon length grows. Based on this insight, we propose Agentic ESOpt, a full-parameter agentic fine-tuning framework tailored to flexible parameter--context co-evolution. At each step, Agentic ESOpt samples perturbations around the current LLM parameters, evaluates the resulting agents with rewards, and applies an online reward-weighted update. To improve the exploration--adaptation trade-off, Agentic ESOpt further introduces a cosine decay schedule of the perturbation scale σ. On WebArena-Lite, full-parameter optimization of Qwen-3.5-27B improves the No Skill baseline by 6.69%. In test-time automatic heuristic design, Agentic ESOpt performs online prompt--parameter co-evolution, improving its matched baseline in 28 of 36 settings.

AI for Games in the Foundation Model Era

Foundation models, alongside advances in learned game-world models, are reshaping AI across the game lifecycle. Beyond playing games, recent systems model players and game dynamics, support design and development, adapt player-facing experiences at runtime, and evaluate resulting artifacts. Yet these directions have evolved largely separately, obscuring which capabilities transfer across settings and which remain tied to particular games, engines, interfaces, or player populations. We organize the literature into six roles according to the immediate use of AI output: playing and acting; modeling players and games; designing games; building and maintaining games; generating and adapting at runtime; and testing and evaluating games. For each role, we examine what structure is supplied by the game or workflow, what AI learns or produces, which capabilities and artifacts transfer across settings and roles, and what evidence supports the claims. We identify cross-role connections: trajectories train world models, learned environments provide experience for agents, design specifications drive executable implementations, and play or testing feedback guides revision. However, control schemes, rules, engine interfaces, state representations, and player contexts often remain setting-specific, so downstream claims require validation in the target setting. Evaluation is most standardized for bounded game playing and selected learned environments, while persistent state in learned worlds, repeated software revision, validated player modeling, sustained runtime adaptation, and representative automated testing remain less established. The central challenge is to reuse or transfer outputs and capabilities across roles while re-establishing evidence for effectiveness in the game-specific contexts where they are used.

What Does Privileged Information Add to On-Policy Self-Distillation?

On-policy self-distillation (OPSD) lets a language model learn from a frozen copy of itself that sees an answer or a worked solution. Giving the teacher this extra information seems to offer the student more to learn, but how much does it add beyond distillation itself? To isolate that contribution, we construct AMPLE-Math, a reusable suite of 5,319 mathematical problems with six reasoning views that share the same answer, and compare each view with matched reference-free distillation. With a thinking-enabled teacher supervising direct-response rollouts, reference-free distillation accounts for much of Qwen3-1.7B's improvement under thinking-enabled evaluation, both in domain and on external benchmarks. Evidence for an additional reference benefit is modest in Qwen, strongest for a polished solution, whereas complete traces add two percentage points in SmolLM3-3B at step 50. These benefits depend on the student being trained. At the same checkpoint, replacing short direct-response rollouts with long thinking-enabled rollouts turns gains into losses in both families while the problems, references, and evaluation stay fixed. Teacher profiles and matched loss interventions in Qwen further show that changing token-level supervision can leave student behavior largely unchanged. Together, these findings suggest that OPSD can improve access to existing reasoning capabilities through parameters shared by direct-response and thinking-enabled inference. The value of a privileged reference is what it adds to this cross-mode transfer, not how much of the solution it reveals.

Grounded Action Model: 3D Grounding as a Foundation for Robotics

Manipulation policies must know which objects matter and where they are, yet the pretrained backbones that current robot foundation models build on, from language in vision-language-action models (VLAs) to video generation in world-action models (WAMs), do not directly require this metric grounding, leaving it to be learned implicitly from robot demonstrations. We propose Grounded Action Models (GAMs), a new paradigm of robot foundation models built with 3D grounding. GAM can be conditioned using language, points, or box prompts, which are first transformed into a shared object-centric representation of the selected objects. This representation captures target-focused visual features and metric object geometry, which is mixed with robot state history through a multi-stream transformer to predict action chunks. Although GAMs can be run autonomously, they can also serve as a low-level controller that a high-level planner controls using its various input modalities, allowing for long-horizon and memory-dependent manipulation. On RoboTwin 2.0, GAM achieves an average success rate of 55.3% across 50 tasks (vs. 52.0% for Spatial Forcing), including 47.6% under scene randomization (vs. 30.4% for Abot-M0), with its action policy trained only on clean-scene demonstrations. On LIBERO-PRO, it achieves a state-of-the-art average success rate of 61% (vs. 53% for π_{0.5}) across 16 perturbation settings, with the largest gains when targets are relocated or newly designated. On two real robots, GAM retains 17/20 successes under visual shift on a bimanual YAM versus 4/20 for π_{0.5}, while its composition with a Molmo2 planner on a Franka achieves 64.7% ID and 49.8% OOD step completion on long-horizon and memory-dependent tasks.

Measuring the Checker: Mutation Analysis for GPU-Kernel Benchmark Oracles

Benchmarks for LLM-generated GPU kernels decide correctness with a few random inputs and a loose floating-point tolerance, and their verdicts now feed leaderboards and reinforcement-learning rewards. Recent work agrees these checkers are weak and patches them by hand---extra input distributions, fuzzing recipes, tighter tolerances---with no way to measure whether any patch suffices. We introduce mutation analysis as an adequacy metric for kernel-benchmark oracles: deterministic rules inject 10{,}303 compilable faults into verified CUDA implementations of 188 KernelBench problems, 7{,}384 of them with an independent kill witness; any test protocol is scored by the fraction it detects. The official check misses one in six witnessed faults (16.9%), deterministically, and the misses are skewed by family: 8.7% of arithmetic faults escape, but 78.6% of precision faults do. The metric explains why (a tolerance blind band growing with reduction size; a measured ceiling on input aggressiveness set by legitimate floating-point variance), audits the strongest existing patch (KernelBench-Verified's gain splits into +4.0 points from hidden inputs and +4.5 from tighter tolerance, a split its authors could not compute), and exposes a published fuzzing recipe that rejects correct kernels 107 times. Optimizing suites over the kill matrix reaches 98.0% detection with two inputs per problem (94.8% held-out), and the measurement's fault taxonomy teaches a test generator more than the raw faults themselves. Across 48 whole architectures, the blindness grows with scale, concentrating in deep homogeneous pipelines, and two problems prove unrefereeable: their official references violate the benchmark's own tolerance against fp64. We release everything as https://huggingface.co/datasets/Elfsong/KernelBench-M{KernelBench-M}.

Structured Residual Connectivity Matters for Diffusion Transformers

Diffusion Transformers (DiTs) have established themselves as a scalable backbone for high-fidelity image synthesis. However, unlike U-Net based diffusion models that rely on rigid, hand-crafted skip connections, DiTs predominantly use a uniform residual stream that integrates all preceding layers as a monolithic state. In this work, we rethink residual connections in diffusion transformers and propose to transform them from passive summation into an active retrieval mechanism optimized for image denoising. First, we conduct a systematic analysis of DiT's internal representation, revealing a latent preference for early-layer feature reuse and symmetric layer guidance. Motivated by this, we introduce a structured connectivity design that explicitly integrates local residual connections with long-range pathways. Instead of static skip connections or dense all-layer routing, our method enables each transformer block to selectively ``attend'' to critical earlier representations, dynamically retrieving spatial and semantic cues through direct, differentiable cross-depth paths. Experiments show that our adaptive connectivity leads to faster convergence, with up to 1.73times fewer training iterations, and significant gains in FID and visual quality with less than 0.1% additional parameters, further improving a strong REPA-XL/2 model from 5.9 to 4.34 FID without guidance and reaching 1.39 FID with classifier-free guidance. Our findings suggest that adaptive cross-layer connectivity is a critical yet underexplored factor in diffusion transformers, and that incorporating structured information pathways provides a simple and effective direction for improving scalable generative models.

MaLiang-Harness: A Programmable Path to Image and Video Generation

Executable programs offer explicit control over how images and videos are constructed, but generating runnable code is only the beginning of visual creation. A program can execute correctly while violating the requested composition, appearance, or motion. We define this discrepancy as the Program-to-Visual (P2V) gap and introduce MaLiang-Harness, a unified framework for organizing MLLM-driven visual generation into a persistent process of construction, inspection, and revision. Its central design is to make the evolving visual program, its construction history, and its verification share a common revision reference. We define the Persistent Executable Generation (PEG) state as preserving programs and task context. Traceable Generation Process (TGP) connects edits to rendered evidence, and Revision-aware Editing and Verification (REV) supports restoration and checks the current revision before completion. Together, these mechanisms coordinate planning, execution, and visual feedback across rendering backends. We evaluate 11 powerful closed-source MLLMs on MaLiang-IBench and four on MaLiang-VBench, measuring generation success, visual quality, and computational cost. GPT-6-Astra achieves 100% generation success on both benchmarks, with 96.0% of image tasks and 76.9% of video tasks meeting all quality thresholds. The comparison also reveals a mismatch between general capability scores and visual generation performance, with similarly scored models differing substantially in their ability to satisfy visual requirements. MaLiang-Harness provides a systematic basis for studying how MLLMs translate executable code into visual outcomes, exposing both the potential of programmable generation and the limitations of general benchmarks as predictors of this ability. The project is available at https://github.com/gulucaptain/MaLiang-Harness.

StoryEngine: A State-Grounded Agentic Framework for Video Storytelling

Despite recent progress in agentic multi-shot video generation, producing coherent and consistent long-form stories remains challenging. Existing agentic pipelines typically rely on textual shot plans or previously generated pixels, yet lack an explicit mechanism for propagating the consequences of story events and maintaining the video world state across shots. As a result, missing visual details may be reconstructed inaccurately, while visual drift may propagate across subsequent shots, undermining both narrative coherence and visual consistency. To address these challenges, we propose StoryEngine, a state-grounded agentic framework for video storytelling. StoryEngine establishes a separation between authoritative semantic plans and unreliable visual observations. Specifically, StoryEngine maintains a structured representation of entity placement and story-relevant states, and propagates event-induced changes to define the intended start and end states of each shot. To visually realize these states, StoryEngine constructs canonical references for recurring entities and environments, and compiles state and visual constraints into executable render plans. Meanwhile, to realize these states correctly, a bounded evaluation-guided repair loop further corrects local state inconsistencies. Together, these mechanisms preserve causal story progression and prevent local visual errors from propagating across shots. To comprehensively evaluate long-form storytelling, we construct a benchmark across diverse scenarios and visual styles, with metrics assessing storytelling quality, narrative coherence, and visual consistency. Experimental results demonstrate that StoryEngine consistently outperforms state-of-the-art methods across all evaluation dimensions, validating its effectiveness for coherent and consistent video storytelling.

Omni-IO Skills: Harnessing Your Agent Omni-Native

General-purpose agents can plan, reason, and act over long horizons, yet their production capabilities remain fragmented across text, images, audio, video, documents, 3D assets, and code. Extending a foundation model to additional modalities ties capability growth to costly model updates, while assembling specialist models and tools leaves unresolved how procedures, dependencies, intermediate assets, and cross-turn revisions should be coordinated. We present Omni-IO Skills, a plug-and-play Agent Harness that makes existing agents omni-native through hierarchical Skills, a standardized multimodal execution interface, dependency-aware orchestration, and a persistent Asset Registry. Multi-asset workflows are represented as Declare Execution Graphs, which schedule independent operations concurrently and register successful outputs for downstream and cross-turn reuse across replaceable execution backends. Its 27 Skills cover 38 representative tasks spanning seven artifact modalities and four capability families: understanding, generation, reasoning, and retrieval. On UniM-90, the harness raises the input-support rates of GPT-5.6 Sol and Claude Sonnet 5 from 40.00% and 38.89% to 100%, while increasing relative Semantic--Quality Coupled Score from 26.99 to 74.94 and from 27.82 to 77.78, respectively; Strict Structure Score reaches 100.00 and 99.78. These results establish harness-level capability composition as a practical route to broad, evolvable Omni systems without changing the host agent's reasoning core.

Agent Priors-guided Policy Learning

Robots that learn from a few demonstrations often require two forms of generalization. Compositional generalization recombines skills to solve new tasks, and skill generalization lets the learned policy behind each skill work in new situations. The two depend on each other, yet information is lost between composition and the skills it calls. Where a skill works is determined by the structure its policy is trained with, while composition sees the skill only through a separate description, such as a name, an instruction, or a symbolic operator, that omits this structure. Our key idea is to use each policy's structural prior as part of the interface between composition and the skill. A structural prior states what a behavior depends on, for example that a grasp depends only on the gripper's pose relative to the object. Built into training, it shapes where the policy generalizes; stated in language, it tells composition where the policy applies. We instantiate this idea in Agent Priors-guided Policy Learning (APPL). A construction agent segments complete demonstrations into reusable skills, proposes several structural priors for each skill, and trains and verifies one policy per prior. A runtime agent then selects among these prior-specific policies and composes them toward new task goals using their interfaces. Across MetaWorld and long-horizon ManiSkill tasks, APPL improves out-of-distribution skill generalization and enables previously unseen skill compositions; ablating the interface information substantially reduces performance. These results support the use of training-time structural assumptions as a bridge between skill learning and skill composition.

FrameMorrow: Future-guided Frame Selection with Prospective Tokens for Long-Horizon Video Generation

Long-horizon video generation requires models to effectively leverage an increasingly long generation history. As the generated history grows, retaining all previous content becomes increasingly expensive and redundant, making effective historical selection essential. Existing approaches often determine historical relevance based on the current content. However, information relevant to the present is not necessarily useful for future generation, while seemingly less relevant history may become important later. Our key insight is that historical information should be selected according to its relevance to future information needs. Capturing these needs does not require generating the full future; instead, a compact representation of what becomes important next is sufficient to guide historical selection. Building on this insight, we propose FrameMorrow, a prospective frame selector that predicts a small set of prospective tokens representing future information needs and uses them to identify relevant information from history. FrameMorrow selects explicit historical frames rather than model-specific internal states, enabling plug-and-play integration across diverse generators, including closed-source models, with little additional inference cost. We evaluate FrameMorrow across five benchmarks and 11 generative models spanning long-video generation, interactive generation, and action-conditioned world models. Extensive experiments demonstrate consistent improvements in long-range consistency, visual quality, and action alignment across diverse generation settings.

QuantWM: Temporally Consistent 2-Bit KV Cache Quantization for Video World Models

Video world models achieve long-range temporal consistency by storing KV cache during generation, but the growing cache makes KV cache memory a major deployment bottleneck, which motivates low-bit quantization study for efficiency. Existing 2-bit KV cache quantization methods can achieve nearly lossless performance on VBench, however, when applied to video world models, we find they still cause severe temporal flickering and visual degradation. Meanwhile, deeper investigates show that Key quantization produces smaller reconstruction errors than Value, but surprisingly leads to larger output degradation. We trace this discrepancy to attention in video world models: Key perturbations can change the attention logits, and shift the temporal-spatial tokens selected by Queries. These observations motivate us to preserve attention logits and temporal-spatial token selection during KV cache quantization. To address this issue, we present QuantWM, a training-free 2-bit KV cache quantization framework for video world models. QuantWM introduces two complementary techniques to mitigate the attention shifts. Firstly, quantization-sensitivity-aware clustering (QSAC) jointly considers historical Query sensitivity and residual ranges to select INT2-friendly Key centroids, which reduces quantization errors in channels that are more critical to attention. In addition, principal-subspace attention compensation (PSAC) restores the remaining Key errors along the dominant Query subspace using low-rank projections, which provides a direct and efficient correction to stabilize attention logits. Experiments on LingBot-World-v2, HY-World 1.5, Matrix-Game-2, Longcat-Video and Causal-Forcing demonstrate that QuantWM significantly improves visual quality and temporal consistency, while outperforming existing methods across benchmarks with up to 6.20 KV cache memory compression and limited additional overhead.

From Traces to Agentic Worlds: Agentic Language World Models for Interactive Environment Simulation

Realistic environment replicas are increasingly valuable for training and evaluating LLM agents, yet the original systems may be inaccessible or impractical to reproduce. We explore agentic language world modeling: rather than rebuilding an executable environment, a world model agent serves as the environment for a task agent and supports faithful and stateful simulation. We instantiate this paradigm with Trace2Env, a learning-free framework for settings where the original system is unavailable but historical interaction traces remain accessible. Trace2Env reconstructs these traces into a reusable environment worldbook containing environment schemas, grounded evidence, and induced behavioral knowledge. At runtime, the world model agent actively consults the worldbook together with persistent episodic state to infer each action's observation and lasting state effects. Across nine environments, Trace2Env improves both next-observation fidelity and long-horizon interaction consistency over conventional prompt-based LWMs. In multi-turn interaction, task agent actions generated against Trace2Env remain valid more often when replayed in the real environment, indicating that its simulated dynamics better preserve the consequences of earlier actions across successive turns. These results establish agentic language world modeling as an alternative direction for building realistic environment replicas without reconstructing the original executable system.

Attacca: Goal-Directed Control under State Continuity for Long-Horizon Embodied Agents

A central capability of embodied agents is to accomplish complex objectives through sequences of interdependent tasks. Yet existing visual goal-conditioned policies underlying these agents are typically evaluated on isolated interactions where the target is already visible, and thus do not capture the conditions that arise during continuous long-horizon task execution. In such settings, each task begins from the state left by the previous one: the agent may end at a different position and orientation, the world may have been modified, and the next interaction target may lie outside the current field of view. As a result, agents relying on such policies may struggle to proceed to the next task when they cannot ground their target in the current observation. To address this challenge, we propose Attacca, a new approach that trains visual goal-conditioned policies on complete search-to-interact trajectories using goal images decoupled from the execution environment. Attacca uses context-decoupled goal sampling to pair each demonstration with a class-compatible masked goal image from another world, removing direct scene and pose correspondence. It learns dense current-view grounding through a target-mask prediction head, providing auxiliary supervision beyond action imitation. We further introduce behavioral-phase conditioning that teaches the policy to distinguish Search, Approach, and Interact stages and adapt its control as execution progresses. We evaluate Attacca on multiple short- and long-horizon embodied tasks in Minecraft. Our method achieves 39.0-47.5% clean success, improving over the strongest baseline by 1.7-2.4x. On long-horizon tasks, it attains 54%, 30%, and 28% completion, yielding up to a 7x improvement.

Learn2Play Bench: How Well Do LLM Agents Learn from Experience in Unfamiliar Environments?

Learning from experience is essential for LLM agents to adapt to unfamiliar and dynmaic environments. Evaluating this ability is therefore important for understanding how effectively agents acquire and use new knowledge. Existing benchmarks have sought to evaluate this ability, but they primarily evaluate tasks whose rules are provided in the instructions or already familiar to pretrained models, making it difficult to distinguish learning from interactions from reasoning with existing knowledge. To address this, we introduce Learn2Play Bench, a benchmark of newly designed text-based games, whose rules are novel or counterintuitive, requiring agents to acquire knowledge through interaction rather than rely solely on pretrained knowledge. These games provide reproducible feedback and automatic scoring, enabling controlled evaluation of learning across repeated attempts. We also vary game instances to test whether agents can apply what they have learned to new situations. Therefore, we evaluate how backbone models, self-evolving methods, and agent harnesses affect agents' learning ability, revealing three findings: (1) Experience retention: Retaining complete records of actions and feedback can support more effective learning than summarizing these experiences into rules or strategies. (2) Human agent gap: Top-performing human players achieve higher peak scores than the evaluated agents. Human explore more varied strategies, and repeat actions less. (3) Harness matters: With the backbone fixed, changing the harness can improve performance while reducing estimated inference cost. Together, these findings provide insights into how LLM agents learn from experience and suggest directions for future work to improve their learning ability. Project website: https://liushiliushi.github.io/learn2play-bench-website/

MAMHOI: Factorizing Scene-Aware Human-Object Interaction through Affordances

Generating realistic human-object interactions (HOI) in complex 3D scenes requires two complementary capabilities: reasoning about interaction feasibility in the environment and synthesizing realistic human-object motion. However, supervision for these capabilities is rarely available jointly at scale. Human-scene datasets provide rich information about environment-aware motion, while human-object datasets capture detailed interaction dynamics, yet paired human-object-scene data remain scarce. We present MAMHOI, an affordance-mediated factorization for scene-aware human-object interaction generation. MAMHOI factorizes scene-aware HOI generation through an explicit motion-affordance interface between scene understanding and motion synthesis: a scene-conditioned model first predicts where and how an interaction can be feasibly executed, and an affordance-conditioned HOI model then generates the corresponding human-object motion. This factorization allows scene understanding and interaction dynamics to be learned from complementary sources of supervision without requiring paired human-object-scene data. Experiments in complex indoor environments show that MAMHOI reduces object--scene penetration while better preserving human--object interaction quality, yielding more realistic and physically feasible scene-aware interactions. Project page: https://leimingyuan.github.io/MAMHOI-project-page/

Jeva: System One Models from First Principles

System one models enable direct, low-latency decision-making. Yet recent practice of predicting an answer from serialized text does not, by itself, respect the structure of a decision problem. We argue that current designs underemphasize four important structural requirements. (i) null-aware: Models should distinguish answer absence from uncertainty among candidates; (ii) permutation-invariant: Reordering alternatives should not change the decision; (iii) option-scalable: Growing candidate sets should not require redefining the output space; (iv) cacheable: Request-independent computation over recurring alternatives should be reusable across requests. We introduce Jeva, a decision-native architecture that addresses these requirements jointly. A shared encoder independently represents the request and each option, while a compact decision stack refines only the request state against immutable option memory. Symmetric aggregation yields permutation-equivariant probabilities; shared scoring accommodates variable-size candidate sets. A separate coverage estimate distinguishes answer absence from candidate competition, enabling explicit null outcomes. Request-independent option representations and layer projections support reuse across newly assembled sets. These mechanisms unify Choice, Noul, and Score outputs. Across evaluations, Jeva combines strong typed-decision performance with near-perfect null detection and no decision flips under any tested permutations. It scales to thousands of candidates and substantially reduces latency through cross-request reuse without changing decisions.

'Si'multaneous 'S'patial-'T'emporal Message Passing for Dynamic Graph Representation Learning

Dynamic graph neural networks (DGNNs) that operate on snapshot sequences typically fall into one of two categories. Temporal-first approaches build per-node temporal embeddings and only afterwards perform spatial aggregation, whereas Spatial-first approaches invert this order, feeding the output of a graph convolution into a downstream temporal module. In either case, the rigid sequencing forces the second stage to consume an already-compressed summary produced by the first, ruling out joint reasoning over topology and evolution; concretely, the message-passing operator never gets to weight a neighbor's contribution by that neighbor's past trajectory. This paper introduces SiST-GNN (Simultaneous Spatial-Temporal GNN), which fuses the two signals inside a single message-passing operation rather than chaining them. Concretely, at each snapshot we maintain a recurrent hidden state per node that summarises its history, pair it with the node's current feature vector, and treat the pair as two nodes joined by a cross-time edge; running a standard graph convolution on this temporally augmented graph yields the updated representation. Our empirical study spans nine public baselines and fourteen model-dataset combinations, covering both fixed-split and live-update evaluation regimes. Across every public benchmark, SiST-GNN sets a new state of the art in link prediction task over the strongest prior method by 109--277% in the fixed-split setting and by 68--194% in the live-update setting. We additionally construct three dynamic node-classification tasks by discretising the underlying continuous-time event streams; here SiST-GNN beats the leading discrete-time (DTDG) baseline by 7--22% and matches continuous-time (CTDG) methods that consume the raw events directly.

  • 2 authors
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May 24

SIEVE: Selective attention-value Suppression for Vision-Language Models Unlearning

The ability of vision-language models (VLMs) to associate visual identities with biographical information creates a need for selective unlearning of personally identifiable information (PII) while preserving permitted knowledge about the same individual. This setting is challenging because both sensitive and retained information can share the same visual inputs and intermediate representations. We introduce SIEVE, a simple and effective framework for selective VLM unlearning. SIEVE directly regularizes attention-value representations while also controlling model outputs. SIEVE suppresses attention values for forget examples toward a constant zero, while preserving retain-example representations by matching them to a frozen reference model. These objectives are combined with sequence-level forget and retain supervision, enabling targeted forgetting without largely affecting retained knowledge. Extensive experiments show that SIEVE achieves state-of-the-art performance on unlearning with multiple model-modality settings, while maintaining competitive retained utility. Ablation studies further show that value suppression and negative cross-entropy contribute complementary forgetting signals, while reference-based value matching substantially reduces utility degradation. These results demonstrate that attention values provide an effective intervention point for selective multimodal unlearning when sensitive and retained knowledge are closely related.

  • 4 authors
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Sep 30

DUSA: Decoupled Unsupervised Sim2Real Adaptation for Vehicle-to-Everything Collaborative Perception

Vehicle-to-Everything (V2X) collaborative perception is crucial for autonomous driving. However, achieving high-precision V2X perception requires a significant amount of annotated real-world data, which can always be expensive and hard to acquire. Simulated data have raised much attention since they can be massively produced at an extremely low cost. Nevertheless, the significant domain gap between simulated and real-world data, including differences in sensor type, reflectance patterns, and road surroundings, often leads to poor performance of models trained on simulated data when evaluated on real-world data. In addition, there remains a domain gap between real-world collaborative agents, e.g. different types of sensors may be installed on autonomous vehicles and roadside infrastructures with different extrinsics, further increasing the difficulty of sim2real generalization. To take full advantage of simulated data, we present a new unsupervised sim2real domain adaptation method for V2X collaborative detection named Decoupled Unsupervised Sim2Real Adaptation (DUSA). Our new method decouples the V2X collaborative sim2real domain adaptation problem into two sub-problems: sim2real adaptation and inter-agent adaptation. For sim2real adaptation, we design a Location-adaptive Sim2Real Adapter (LSA) module to adaptively aggregate features from critical locations of the feature map and align the features between simulated data and real-world data via a sim/real discriminator on the aggregated global feature. For inter-agent adaptation, we further devise a Confidence-aware Inter-agent Adapter (CIA) module to align the fine-grained features from heterogeneous agents under the guidance of agent-wise confidence maps. Experiments demonstrate the effectiveness of the proposed DUSA approach on unsupervised sim2real adaptation from the simulated V2XSet dataset to the real-world DAIR-V2X-C dataset.

  • 6 authors
·
Oct 12, 2023

Taxim: An Example-based Simulation Model for GelSight Tactile Sensors

Simulation is widely used in robotics for system verification and large-scale data collection. However, simulating sensors, including tactile sensors, has been a long-standing challenge. In this paper, we propose Taxim, a realistic and high-speed simulation model for a vision-based tactile sensor, GelSight. A GelSight sensor uses a piece of soft elastomer as the medium of contact and embeds optical structures to capture the deformation of the elastomer, which infers the geometry and forces applied at the contact surface. We propose an example-based method for simulating GelSight: we simulate the optical response to the deformation with a polynomial look-up table. This table maps the deformed geometries to pixel intensity sampled by the embedded camera. In order to simulate the surface markers' motion that is caused by the surface stretch of the elastomer, we apply the linear elastic deformation theory and the superposition principle. The simulation model is calibrated with less than 100 data points from a real sensor. The example-based approach enables the model to easily migrate to other GelSight sensors or its variations. To the best of our knowledge, our simulation framework is the first to incorporate marker motion field simulation that derives from elastomer deformation together with the optical simulation, creating a comprehensive and computationally efficient tactile simulation framework. Experiments reveal that our optical simulation has the lowest pixel-wise intensity errors compared to prior work and can run online with CPU computing. Our code and supplementary materials are open-sourced at https://github.com/CMURoboTouch/Taxim.

  • 2 authors
·
Dec 13, 2021

Sinhala-English Parallel Word Dictionary Dataset

Parallel datasets are vital for performing and evaluating any kind of multilingual task. However, in the cases where one of the considered language pairs is a low-resource language, the existing top-down parallel data such as corpora are lacking in both tally and quality due to the dearth of human annotation. Therefore, for low-resource languages, it is more feasible to move in the bottom-up direction where finer granular pairs such as dictionary datasets are developed first. They may then be used for mid-level tasks such as supervised multilingual word embedding alignment. These in turn can later guide higher-level tasks in the order of aligning sentence or paragraph text corpora used for Machine Translation (MT). Even though more approachable than generating and aligning a massive corpus for a low-resource language, for the same reason of apathy from larger research entities, even these finer granular data sets are lacking for some low-resource languages. We have observed that there is no free and open dictionary data set for the low-resource language, Sinhala. Thus, in this work, we introduce three parallel English-Sinhala word dictionaries (En-Si-dict-large, En-Si-dict-filtered, En-Si-dict-FastText) which help in multilingual Natural Language Processing (NLP) tasks related to English and Sinhala languages. In this paper, we explain the dataset creation pipeline as well as the experimental results of the tests we have carried out to verify the quality of the data sets. The data sets and the related scripts are available at https://github.com/kasunw22/sinhala-para-dict.

  • 2 authors
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Aug 3, 2023

Single-Path NAS: Designing Hardware-Efficient ConvNets in less than 4 Hours

Can we automatically design a Convolutional Network (ConvNet) with the highest image classification accuracy under the runtime constraint of a mobile device? Neural architecture search (NAS) has revolutionized the design of hardware-efficient ConvNets by automating this process. However, the NAS problem remains challenging due to the combinatorially large design space, causing a significant searching time (at least 200 GPU-hours). To alleviate this complexity, we propose Single-Path NAS, a novel differentiable NAS method for designing hardware-efficient ConvNets in less than 4 hours. Our contributions are as follows: 1. Single-path search space: Compared to previous differentiable NAS methods, Single-Path NAS uses one single-path over-parameterized ConvNet to encode all architectural decisions with shared convolutional kernel parameters, hence drastically decreasing the number of trainable parameters and the search cost down to few epochs. 2. Hardware-efficient ImageNet classification: Single-Path NAS achieves 74.96% top-1 accuracy on ImageNet with 79ms latency on a Pixel 1 phone, which is state-of-the-art accuracy compared to NAS methods with similar constraints (<80ms). 3. NAS efficiency: Single-Path NAS search cost is only 8 epochs (30 TPU-hours), which is up to 5,000x faster compared to prior work. 4. Reproducibility: Unlike all recent mobile-efficient NAS methods which only release pretrained models, we open-source our entire codebase at: https://github.com/dstamoulis/single-path-nas.

  • 7 authors
·
Apr 5, 2019

SimMIM: A Simple Framework for Masked Image Modeling

This paper presents SimMIM, a simple framework for masked image modeling. We simplify recently proposed related approaches without special designs such as block-wise masking and tokenization via discrete VAE or clustering. To study what let the masked image modeling task learn good representations, we systematically study the major components in our framework, and find that simple designs of each component have revealed very strong representation learning performance: 1) random masking of the input image with a moderately large masked patch size (e.g., 32) makes a strong pre-text task; 2) predicting raw pixels of RGB values by direct regression performs no worse than the patch classification approaches with complex designs; 3) the prediction head can be as light as a linear layer, with no worse performance than heavier ones. Using ViT-B, our approach achieves 83.8% top-1 fine-tuning accuracy on ImageNet-1K by pre-training also on this dataset, surpassing previous best approach by +0.6%. When applied on a larger model of about 650 million parameters, SwinV2-H, it achieves 87.1% top-1 accuracy on ImageNet-1K using only ImageNet-1K data. We also leverage this approach to facilitate the training of a 3B model (SwinV2-G), that by 40times less data than that in previous practice, we achieve the state-of-the-art on four representative vision benchmarks. The code and models will be publicly available at https://github.com/microsoft/SimMIM.

  • 8 authors
·
Nov 18, 2021

DiffSinger: Singing Voice Synthesis via Shallow Diffusion Mechanism

Singing voice synthesis (SVS) systems are built to synthesize high-quality and expressive singing voice, in which the acoustic model generates the acoustic features (e.g., mel-spectrogram) given a music score. Previous singing acoustic models adopt a simple loss (e.g., L1 and L2) or generative adversarial network (GAN) to reconstruct the acoustic features, while they suffer from over-smoothing and unstable training issues respectively, which hinder the naturalness of synthesized singing. In this work, we propose DiffSinger, an acoustic model for SVS based on the diffusion probabilistic model. DiffSinger is a parameterized Markov chain that iteratively converts the noise into mel-spectrogram conditioned on the music score. By implicitly optimizing variational bound, DiffSinger can be stably trained and generate realistic outputs. To further improve the voice quality and speed up inference, we introduce a shallow diffusion mechanism to make better use of the prior knowledge learned by the simple loss. Specifically, DiffSinger starts generation at a shallow step smaller than the total number of diffusion steps, according to the intersection of the diffusion trajectories of the ground-truth mel-spectrogram and the one predicted by a simple mel-spectrogram decoder. Besides, we propose boundary prediction methods to locate the intersection and determine the shallow step adaptively. The evaluations conducted on a Chinese singing dataset demonstrate that DiffSinger outperforms state-of-the-art SVS work. Extensional experiments also prove the generalization of our methods on text-to-speech task (DiffSpeech). Audio samples: https://diffsinger.github.io. Codes: https://github.com/MoonInTheRiver/DiffSinger. The old title of this work: "Diffsinger: Diffusion acoustic model for singing voice synthesis".

  • 5 authors
·
May 6, 2021

Single-Shot Implicit Morphable Faces with Consistent Texture Parameterization

There is a growing demand for the accessible creation of high-quality 3D avatars that are animatable and customizable. Although 3D morphable models provide intuitive control for editing and animation, and robustness for single-view face reconstruction, they cannot easily capture geometric and appearance details. Methods based on neural implicit representations, such as signed distance functions (SDF) or neural radiance fields, approach photo-realism, but are difficult to animate and do not generalize well to unseen data. To tackle this problem, we propose a novel method for constructing implicit 3D morphable face models that are both generalizable and intuitive for editing. Trained from a collection of high-quality 3D scans, our face model is parameterized by geometry, expression, and texture latent codes with a learned SDF and explicit UV texture parameterization. Once trained, we can reconstruct an avatar from a single in-the-wild image by leveraging the learned prior to project the image into the latent space of our model. Our implicit morphable face models can be used to render an avatar from novel views, animate facial expressions by modifying expression codes, and edit textures by directly painting on the learned UV-texture maps. We demonstrate quantitatively and qualitatively that our method improves upon photo-realism, geometry, and expression accuracy compared to state-of-the-art methods.

  • 8 authors
·
May 4, 2023

Improving Conversational Recommendation Systems via Counterfactual Data Simulation

Conversational recommender systems (CRSs) aim to provide recommendation services via natural language conversations. Although a number of approaches have been proposed for developing capable CRSs, they typically rely on sufficient training data for training. Since it is difficult to annotate recommendation-oriented dialogue datasets, existing CRS approaches often suffer from the issue of insufficient training due to the scarcity of training data. To address this issue, in this paper, we propose a CounterFactual data simulation approach for CRS, named CFCRS, to alleviate the issue of data scarcity in CRSs. Our approach is developed based on the framework of counterfactual data augmentation, which gradually incorporates the rewriting to the user preference from a real dialogue without interfering with the entire conversation flow. To develop our approach, we characterize user preference and organize the conversation flow by the entities involved in the dialogue, and design a multi-stage recommendation dialogue simulator based on a conversation flow language model. Under the guidance of the learned user preference and dialogue schema, the flow language model can produce reasonable, coherent conversation flows, which can be further realized into complete dialogues. Based on the simulator, we perform the intervention at the representations of the interacted entities of target users, and design an adversarial training method with a curriculum schedule that can gradually optimize the data augmentation strategy. Extensive experiments show that our approach can consistently boost the performance of several competitive CRSs, and outperform other data augmentation methods, especially when the training data is limited. Our code is publicly available at https://github.com/RUCAIBox/CFCRS.

  • 7 authors
·
Jun 5, 2023